/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef SC_SIMPLEAI_H
#define SC_SIMPLEAI_H

enum CastTarget
{
    CAST_SELF = 0,          //Self cast
    CAST_HOSTILE_TARGET,          //Our current target (ie: highest aggro)
    CAST_HOSTILE_SECOND_AGGRO,          //Second highest aggro (generaly used for cleaves and some special attacks)
    CAST_HOSTILE_LAST_AGGRO,          //Dead last on aggro (no idea what this could be used for)
    CAST_HOSTILE_RANDOM,          //Just any random target on our threat list
    CAST_FRIENDLY_RANDOM,          //NOT YET IMPLEMENTED

    //Special cases
    CAST_KILLEDUNIT_VICTIM,          //Only works within KilledUnit function
    CAST_JUSTDIED_KILLER,
//Only works within JustDied function
};

#define MAX_SIMPLEAI_SPELLS 10

struct SimpleAI: public ScriptedAI
{
    SimpleAI(Creature *c);          // : ScriptedAI(c);

    void Reset();

    void EnterCombat(Unit * /*who*/);

    void KilledUnit(Unit * /*victim*/);

    void DamageTaken(Unit *killer, uint32 &damage);

    void UpdateAI(const uint32 diff);

public:

    int32 Aggro_TextId[3];
    uint32 Aggro_Sound[3];

    int32 Death_TextId[3];
    uint32 Death_Sound[3];
    uint32 Death_Spell;
    uint32 Death_Target_Type;

    int32 Kill_TextId[3];
    uint32 Kill_Sound[3];
    uint32 Kill_Spell;
    uint32 Kill_Target_Type;

    struct SimpleAI_Spell
    {
        uint32 Spell_Id;          //Spell ID to cast
        int32 First_Cast;          //Delay for first cast
        uint32 Cooldown;          //Cooldown between casts
        uint32 CooldownRandomAddition;          //Random addition to cooldown (in range from 0 - CooldownRandomAddition)
        uint32 Cast_Target_Type;          //Target type (note that certain spells may ignore this)
        bool InterruptPreviousCast;          //Interrupt a previous cast if this spell needs to be cast
        bool Enabled;          //Spell enabled or disabled (default: false)

        //3 texts to many?
        int32 TextId[3];
        uint32 Text_Sound[3];
    } Spell[MAX_SIMPLEAI_SPELLS];

protected:
    uint32 Spell_Timer[MAX_SIMPLEAI_SPELLS];
};

#endif
